Sorcerer spell List


Sorcerer Spells Quick List
701 Blood Burst Creates or worsens a bleeding Neck injury
702 Mana Disruption Injures target as though from a long fall
703 Forget Disrupts a spell caster for 15 sec.
704 Phase Pass through most solid doors or containers
705 Break Limb Breaks target's limb, causing it to drop item or fall.
706 Mind Jolt Stuns target for 1 sec/failure
707 Eye Spy Sends winged eye off, like Call Familiar
708 Pain Infliction Target loses 25% of remaining HP for 30 sec/5 failure
709 Quake Knocks everyone down
710 Energy Maelstrom Badly injures all not joined to caster repeatedly
711 Limb Disruption removes target's limb
712 Throes of Pain Target loses 25% of remaining HP, permanent and cumulative
713 Nightmare Renders target helpless for 1 sec/failure.
714 Life Burst Not implemented
715 Curse Puts caster's unique curse on target (1 curse per stance)
716 Disease Gives target disease, 1 pt/5 failure
717 Evil Eye Creates the illusion of a grotesque shape to appear in front of the target
718 Torment Creates a dark presence that will strike at a target.
719 Dark Catalyst the target is hit by Multiple elemental and spiritual forces.
720 Implosion Creates a black void into another dimension.
725 Demonic Summoning not yet implemented
750 Counter Warding not yet implmented
Changes Upcoming Changes to the Circle

Full List
Spell # Spell Name Spell Duration Spell Effect and Information
701 Blood Burst insant When cast upon a healthy target (which has failed its spirit warding), this will result in bleeding of at least 1/round, if the target does in fact bleed. Each successive casting will increase the bleeding by at least 1/round. Note: Due to the nature of some creatures, such as undead and golems, they are immune to this spell as they do not bleed.
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702 Mana Disruption Insant Causes the target to suffer bone and tissue damage as if it had fallen a long distance. If the target fails its spirit warding by (1-5), he takes an 'A' impact injury; (6-10) = 'B'; (11-20) = 'C'; (21-30) = 'D'; 31-up) ='E'. There may be additional internal damage done (health points), which will be relative to the severity of the injury.
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703 Forget 15 seconds The target will forget whatever spell it is presently preparing or has prepared (prior to casting) and will not be able to cast again for the duration of the spell. If the target does not have a spell warmed (or warming) when the, forget spell is cast, then the target will be incapable of casting for the duration of this spell. This spell is extremely hard to resist.
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704 Phase Insant This will momentarily cause an object to 'fade' from existence, allowing the sorcerer to pass through it briefly. This allows the caster to pass through most forms of doors, reach into closed containers and perhaps remove the contents, and in some cases will allow passage through magical portals.
Note: Due to the extremely short duration of this spell, only the caster will be able to manipulate the phased objects.
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705 Break Limb Insant One of the target's limbs snaps painfully, breaking it. If the limb is a leg, the target will fall, and if the limb is an arm, what is being carried by that arm/hand will fall to the ground.
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706 Mind Jolt 1 sec/1 failure Causes the target's brain to be jolted by a minor electrical shock whose phase is in opposition to the synaptic network communication causing the target to be stunned.
Note: Non living creatures are immune to this spell.
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707 Eye Spy 30sec/level One of the caster's eyes grows tiny batlike wings and is able to fly away from the caster. The caster has complete control over the eye and will be able to see through it. The eye is controlled similarly to the familiar (wizard base, spell 920 ) spell. If the eye is not in the same room with the caster when the spell's duration expires, the caster will lose the eye and take 3 to 30 points of damage.
The flying eye is, in reality, an illusion, and therefore cannot be attacked, webbed, affected by cloud spells, etc. Its movements, though, are restricted to what it can see. It cannot go through closed doors, or other areas where vision is limited. Call wind can end the spell early though.
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708 Pain Infliction 30sec/5 failure Target takes 25% of its remaining health points (i.e., those not already taken); these points are healed when the duration is up, provided the target has not died.
Note: This has no effect beyond the first cast on a single target.
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709 Quake Insant A minor quake is caused in the caster's location, and all adjacent rooms. Everyone in the area of effect must make a moderate saving roll to remain standing. This effect is actually an illusion, the disruption is in but the minds of everyone in the area of effect. As such no structural damage will result and the caster is completely immune to the effect.
Note: Attacking a fallen opponent lowers their AS and DS by 50. This is an easy way to get a big advantage over an opponent. This spell is more likely to cause victims to fall down than the wizard base Tremors spell.
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710 Energy Maelstrom variable The caster summons dark energy to swirl around him or her, creating a storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders..
Notes: For somewhat safe casting of this spell. Yell where you are casting the spell constantly, once every 3-5 seconds seems to be good. And make sure you CAN hear the yell from all connecting rooms (yells only go through obvious exits so if there is a staircase in the room people at the other end of that, wont hear you, so risk walking in) and NEVER cast it in a heavy walk through location (like night hounds, grey orcs, aka. places you need to pass through to get elsewhere)
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711 Limb Disruption Insant A most painful spell, this will cause one of the target's limbs to explode and fall to the ground.
Note: Severed limbs do not get sucked into implodes.
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712 Throes of Pain Insant This works as 708 Pain Infliction , except the loss of health points is not temporary. This spell is cumulative.
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713 Nightmare Duration: 1 sec/failure, Max 90 sec. Each person and creature has its own specific worst nightmare, which the sorcerer is able to summon with this spell. For most players, it will be a certain creature which will suddenly shimmer into view and begin to battle them. Just as one cannot battle their nightmares, the target will be unable to battle this creature. It will seem to them as if every second they are about to die in some hideous manner.
Note: The spell may not begin until a few seconds after it has been cast in order for the illusion to develop. The unfortunate player or creature affected by this spell will often be stunned, fall to the ground, scream in fright, beg for mercy, take damage, and sometimes drop items. All undead, and some other creatures, are immune to this spell
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714 Life Burst unknown Not Implemented
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715 Curse variable Curses tend to be specific to the caster. Most sorcerers will have curses which will modify AS, DS, casting ability, spell warding ability, etc. The form of curses the caster has will never change. Each sorc has 5 curses, one for each stance
Note: This spell may be neutralized by the clerical spell Remove Curse . As well, when this spell is cast upon items, it will curse them.
Note: The only curse that is the same for all sorcs is in full off, it drops a targets TD, with no chance of failure
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716 Disease variable This spell inflicts an extremely debilitating disease on the target based on how badly the spirit warding has failed. The disease will cause 1 point of damage for every 3 levels of the caster, plus 1 point for every 5 points the spirit warding was failed each round. The disease has a dissipation rate of 1.
Note: Non Living Creatures are immune to this spell.
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717 Evil Eye Insant They say the eyes are the window to the soul. Certainly the target of this spell will believe this to be the case, as the sorcerer summons the power to instill fear to the very root of the target's being. Sometimes the target will run from the room, or freeze, unable to move because of fright. (0-100 no effect, 101-160 target runs 1 room, or is stunned. Sometimes falls in fear as well. 161-197 target or run away forever, or to north gate if a player, 198+ Kills target)
Note: This spell has an interesting side ability, when coupled with the floating eye spell, the caster will be able to target creatures and players in the room with the eye. Although the defensive power of all targets in the room goes up by +25power of the spell diminishes when cast through evil eye.
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718 Torment variable This spell will last for as long as the caster is able to concentrate on it. Each round that it is maintained, the target must make a Spirit warding. If the target fails the spirit warding, it takes damage in relation to how much it failed by. However, if it successfully makes its spirit warding, the caster must then make an spirit warding roll, or suffer up to 25% of his/her total health points in damage, but may still be able to maintain the spell. Examples of things which might break the caster's concentration would be: movement, being attacked, being stunned by the recoil of this spell, etc. Sometimes when the caster loses control of the force active in this spell, it will remain sensing that either the caster or the target is near death and hoping one last attack on one or both will finish them off, much to its delight, whatever 'it' is. Often times this spell will not end until either the caster or the target is dead.
Note: The more offensive your stance is, the lower your targets TD is when "it" strikes at your opponent.
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719 Dark Catalyst Insant Targets of this spell will have their magical energy, be it elemental or spiritual, ripped from them and converted into raw force, which will damage them in the form of heat, cold, and/or electricity. The amount of damage taken is dependent on the target's current amount of magical power and the failure of their spirit warding. Targets with little magical energy will not be significantly affected by this spell. Part of the magical energy drained from the target is transferred directly to the sorcerer - the amount the sorcerer receives is dependent on the amount taken, as well as his/her Mana Transfer skill.
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720 Implosion last 60 seconds or so This spell will destroy all the air around the target(s) in a specific area, subjecting them to 'vacuum' injuries. As the air rushes back into the area, the target(s) will not only be subjected to the force of the returning air, but as light objects will fly at them from the room in which it was cast, as well as adjoining rooms, potentially striking them and doing added damage. This spell can be truly devastating. The spell works in multiple Phases. Phase 1 sucks in all the items on the ground in the room it is cast, striking creatures and players not joined to the caster. As a note to that the more weight the object has, the harder it hits. Phases 2-4, will suck in air from the room and all connecting rooms, phase 5 all the air rushes back in to replace it, along with small objects causing even more damage
Note This spell can be ended early by Elemental Dispel.
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725 Demonic Summoning variable not implemented yet.
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750 Counter Warding Unknown Not Implmented yet
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These are some changes that Might/Will be coming through to the circle over time
1. Counter Warding (750) moving up to 775)
2. Demonic Summoning moving up to 750
3. 725 becomes Animate Dead (possible)
4. 708, and 712 become combined into 1 spell - I think this will be 711
5. 705 and 711 become combined into 1 spell - I think this will be 708
6. Gain Plazma Spell (bolt attack needs spell aiming) - I think this will be 712
7. Gain Disintergrate (slate wand spell) - I think it will be 705
8. Eye Spy getting changed (rumors for being able to find people, and watch the room, NO speach though)
9. Phaze getting changed (unknown how though)
10. Damage cap to be removed from Manadisrupt
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